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10 for the Chairman ·
Published on this date.2014-06-23
· 10 Q&As

10 For the Chairman Episode 26. June 23rd, 2014

The developers answer fan questions on landing a damaged ship, Voice Attack integration, subscriptions after launch, double-precision floats for system-scale maps, spectator mode, org wars, seasonal planets, and finishing the TNGS winning ship.

Transmission log

Full answers

With TNGS over, will we get an announcement about when and for how much the final ship will cost?With regards to its implementation, does CIG take over from the end of the competition to add physics and damage states to the vessel, or is that left to the team? TNGS Season 2?asked by Wolfcrest

TL;DRThe winning ship needs cleanup and physics work, with finalists paid to help before CIG finishes it in house; it's hoped to launch with the Mustang, price not set, and the contest will likely be annual.

Yes, there's a bunch of work that has to be done to get the ship into shape to even put it into the hangar. The ships were brought into engine and they were nice, but there's a whole bunch of cleanup in terms of the hierarchy, there needs to be a certain amount of physics proxies, both inside and outside, it needs to be broken up in a certain way so parts can animate and open and all work inside the vehicle system that we use.So there's a bunch of work. We're actually going to be working with the finalists, paying them actually, to do some of the finishing work, and then we'll take it in house to finish it off here.When that's done, we're hoping to bring it out with the Mustang, which was the other ship that we premiered on The Next Great Starship, and let you guys add it to your collection if you like.As far as the prices go, we haven't set it, but it probably should equate to something that is equivalent to its weaponry, so we're obviously not going to be selling a gunship with big turrets and everything for the price of an Aurora. We haven't finalized it, it will be commensurate with the costs of the other ships, but it's a cool ship.And also at that time I think we're going to see if you guys are interested in having some of the other ships in the game, because they're all pretty awesome obviously. The top four at least were pretty brilliant, so I could be quite happy seeing them in the game.So then, Next Great Starship season 2. Well I think we definitely... I liked it, I thought it was great, I thought it was a really great approach.We may make a few format changes, but I think it's a great way to expose the talent out there and get some different eyes and content inside the game. I think we will try to make this an annual event.

10 for the Chairman·
Published on this date.23 Jun 2014
ShipsPledges & business

It's been mentioned that planets will have a day / night cycle, but will planets have a seasonal cycle as well?Perhaps on planets that have a winter season, all the street markets close up during the season and certain goods stop being produced, or are only acquirable in reduced quantities.asked by Uchuu

TL;DRPlanets will have day/night cycles and an orbital (seasonal) cycle is being looked at, but seasonal effects on markets are a good idea that probably wouldn't be in version 1.0.

Well I think that would be a good question for Tony who is heading up the Persistent Universe side of things inside the project.Planets definitely will have a day / night cycle. We are looking at the possibility of actually giving planets an orbital cycle, which would really be a seasonal cycle. I don't know about the impact of the seasonal cycle so much on markets or closing up early or late.It's a really cool idea, but I think that would not be a v1.0 idea. It certainly would be a detail and nuance that we could add later which would probably increase the immersion.So good idea, the system handles day/night stuff and we're looking at how to make the orbital stuff, so we certainly will have the data to derive that, and the question would just be how does that interface with the economy. So that could be on the cool thing to add in the future list.

10 for the Chairman·
Published on this date.23 Jun 2014

How do you envision two organizations going to war?How will they fight? What would they fight over?Can we make burning Mark Skelton's Golden Shirt of Artistic Power a stretch goal?asked by Beer4TheBeerGod

TL;DRRoberts jokes about burning the shirt as a stretch goal, and says organizations would declare hostility and fight mainly over persistent real estate such as bases, stations, mining operations or jump points.

Well I definitely like making burning the shirt a stretch goal, that's pretty cool. I say if we get to $50 million, we burn the gold shirt.But in terms of the two organizations going to war and how they would fight, I would think that an organization would declare that it would be hostile to the other organization and then essentially members of the organization, if they came across each other, would try and attack each other.Usually wars tend to happen over pieces of real estate, so we are trying to add persistent aspects to the game, like we've mentioned an asteroid base you can fight over, or a space station you can fight over, and I would think that probably some of the organizational conflict will be directly related to persistent pieces of real estate in the universe, where someone's trying to fight for control of a valuable mining operation or someone's trying to fight for control of a jump point, or something like that. So that's kind of where I think the conflict would evolve around.Obviously we have some stuff that we have to do in terms of the instancing because we can't have 2,000 people all in the same area at the same time. But I think we've got some pretty good answers for that. So that's kind of how I see organizations going to war.

10 for the Chairman·
Published on this date.23 Jun 2014
OrganizationsPersistence

I'm loving the DFM thus far and can't wait for more stuff. Is there a way (or plan to develop a way) to be an "observer" in a multiplayer match?Specifically, will I be able to observe a dogfight (preferably a head-to-head dogfight) and be able to "trail" one player?asked by F. John

TL;DRA spectator mode is on the to-do list, possibly with open clients and an auto-spectator mode that could stream to Twitch and follow different players, without giving away information in competitive matches.

Yes, we are actually actively--on our list of things to do, is spectator mode. To allow people to come into spectator mode, and we were thinking it would be a really good way where maybe there's a couple of open clients where someone can just come in as a spectator.And we may even have an auto-spectator mode that we power up that could stream to Twitch and stuff like that, because it's definitely kind of fun. I mean we all around here right now are watching people play the game via twitch, and it's pretty informative. It's strangely engrossing.But our auto-spectator mode will do things like allow you to switch to follow different players and all that kind of stuff.So there you go, although before anyone starts [CONCERNâ"¢] forum threads, we will make sure that if that feature's enabled, it won't be in such a way that it could give away information in a competitive match that you wouldn't want to give away.

10 for the Chairman·
Published on this date.23 Jun 2014

As SC is to be a great "sim," can you clarify what a sim is by your definition?Would Freelancer for example fulfill your definition of a sim?Many are currently concerned over the "arcadey-ness" of AC, maybe a word from you, whether it musters up to what you want it to be, would be helpful to address these concerns.asked by Arglmauf

TL;DRChris Roberts argues Star Citizen is more sim than arcadey, citing per-item mass, gimbaled thrusters and interconnected ship systems, while saying Arena Commander is a first pass, and he concedes it can improve.

Well, I mean it's kind of hard to say. for me it's sort of, when I think about a space sim, I think sort of Wing Commander, Privateer, Freelancer, all qualify as space sims, they just have different approaches, and to be honest with you, I would say Wing Commander was pretty damn arcadey, in fact it's a lot more arcadey than Arena Commander is because there were a lot more short cuts taken in terms of the simulation, it was set up in such a way that you could just blast a whole bunch of Killwrathi because they were gimped so you would feel like the hero, downing wave after wave of the enemy, and I know people go back and forth, but I play all the games including all the other ones that are out here right now that I can play in alpha, and I'm pretty happy where we are.I think we're the most accurate on the simulation side to anyone by a long stretch, in immersion. I don't care what anyone else says, I'm pretty confident we are. And then it's really just a matter of the control input, and how that's translated into the computer that's controlling the flight. And you know, we're trying to make the game inclusive for a large amount of people.So the goal with the game is to make it pretty easy to pick up and play, and then as you get deeper into it, there's a lot of dials and knobs you can turn to make the dogfighting more interesting or give you an edge over another player who isn't as experienced.I always liken it to StarCraft or StarCraft II where you can just go around with a mouse and point and click and build units and fight people, but until you really know the rock, paper, scissors of all the units and you know every keyboard shortcut, it's pretty hard for you to compete with someone who's more experienced. And I definitely think that's going to be the case in Star Citizen.I've already noticed in a lot of the forum threads, and I talked about this last week in the post where we were talking about the flight model and everything, that there's a lot of people who in the beginning weren't used to what we're trying to do, because all past flight sims, including a lot of the present ones, go with a very simplified atmospheric model and then add some "space" trappings like I can go up or down or left or right, but they don't really simulate it to the level that we do, where we actually add... Every item has its own mass and gets added to the ship and changes the moment of inertia and the thrusters gimbal to fire at the specified directions, and actually apply thrust which changes the inertia, angular or linear, of that ship.So we're not doing any cheating and just saying all this sudden we rotate by 15° or 20°, it all comes out of the simulation, and that gives you a much higher level of fidelity, and also a difference in feel of ships. Maybe ships that would weigh the same and have the same class of engines, if one is more compact than another, then at that point it will actually feel different, it will rotate different at different speeds 'cause it has a different angular momentum, not angular momentum, inertia.So I definitely don't feel that we're arcadey, I do think that in every space game or space sim, you have to make some level of... You've got to make a call about what's fun and what isn't fun. Generally space combat in my mind would not be anything like the way it is in Arena Commander or any other space game you play because it would probably all be done by computers, well beyond visual range, and it would be about who's computer processes fast enough to create a firing solution.But we don't like that, we like to get on the tail and shoot people down and see the ships, and I definitely feel that Arena Commander does a good job of that.Are there things that can be improved? Absolutely, and that's what we're working on. We're gonna make it better with everyone's help and feedback out there, but I think, as far as a sim goes, we're probably more sim than pretty much everything out there.I mean besides just the physics of it all and the flight model, the ship itself, all the systems in it are individual systems that plug into that ship, and they all interconnect through power pipes and heat pipes and the CPU pipe, and the fuel pipe, which takes the fuel from the fuel tank to the thrusters and all that stuff. And they all interconnect, and if one fails, it can effect the other ones.Say if your power plant goes down or it gets damaged and reduces its power output, then everything that draws power from it may or may not operate or may operate at less functionality.It's all very system based. A lot of things should just fall out of it like a part of your ship gets ripped out with several systems on it, they're gone. So all this sudden if other parts of the ship required that system, whether it was a power plant or a heat sink or something like that, they won't function. But we don't have any codes "if wing is blown off do this," it all just falls out of the system.So I would say we're probably pretty sim-ish, and then the aspect is is it your definition of what you think is a sim, and I think it's gonna be so many people in this game, there's so many different takes on it, it's almost impossible to please everybody. I think in the long run if people stick with it, 'cause don't forget this isn't just about dogfighting, which is Arena Commander. Even right now the multiplayer dogfighting; team mode I think should be open to most people by now, but up until now, the team mode hasn't even been open to people. So you just watch people go in and it's a furball.Of course if two people are fighting and not looking at you, of course you can come in and start shooting at them and they're not going to be able to see you.So it's not really a good indicator of what the combat's really gonna be like long term in the universe, 'cause the Arena Commander combat's much more, ultimately, set to be fast paced than I think the final combat will be in the universe when you're out there for real, 'cause that has a lot more to do with your radar, and your signatures, and a whole bunch of other stuff that you would manage, and you would have a way's to go before you got to contact with someone who you were fighting, and so there's a bunch more that happens.Arena Commander's really the first pass to get out to the straight out there, rough and tumble fighting, work on the control inputs and the flight models, and a bunch of the little stuff that we need to balance.The ultimate game is gonna have so much more and we've built so much of systems in to allow it to do that. I think the potential's immense, and I think people are gonna have a lot of fun, beyond just dogfighting. Smuggling, or trading, or all the rest of the stuff.So alright, there you are. I don't know if that answered the question about it being a sim, but anyway, there you go.

10 for the Chairman·
Published on this date.23 Jun 2014

In the latest Terra Gazette, a smuggler dumped a live cargo container which had been damaged and leaking O2.Will damaged cargo / containers be modeled in-game? (And possible loss of cargo if it requires an atmosphere.)asked by Dusk Breeze

Well all the cargo containers will be items in the game, and so you can damage any item. Then I would guess if you had a container and the damage it did would leak O2, you could probably set up specific stuff to have a particle effect where it looked like gas was expelling.So we do the damage, I don't know if, we're not at the point now where if it had an atmosphere in the cargo container and there's a stow away inside it, then you damage it and the atmosphere leaked out, the person would die inside, we're not there yet. Although that wouldn't necessarily be that hard to do.But we definitely do have damage modeled on all items, so it's really just a matter of doing the art and the effects once it gets damaged. So there you go.

10 for the Chairman·
Published on this date.23 Jun 2014
Trading & cargoPhysics

The two maps that were released with Arena Commander are beautiful and full of detail. I'm wondering, are those maps representative of what the PU will look and feel like, with all the rocks and debris?Or will there also be large spans of open space that we need to cross to get from point A to point B? It seems like the best way to show how big the universe is would be to have a lot of nothing.asked by Odysseus

TL;DRThe Arena Commander maps are smaller scale; the Persistent Universe aims for one unified system map, enabled by a planned move to double precision, with large empty areas and clumps of detail.

Yes, in the Persistent Universe, the Arena Commander maps are a sort of smaller scale map.So there's one big technical move we haven't done yet in the engine, which we're in the process of getting ready to do and be doing some early work on. Which is moving from single precision floating point to double precision floating point.Single precision floating point, once you get beyond about 8-10 km from the origin, you start to have some precision problems in small distances, like under a meter. In double precision you don't, 'cause it's obviously a much larger range.Our goal is to have a system map be one unified map, so it's not split up and the address, space, in the system is the same from one side to the other side, and that will come with the double precision. In that case, what's gonna happen is you're going to have large areas of not really a lot, and then you'll have clumps of detail like the asteroid field and the stuff that you see in Broken Moon or Dying Star.So it will be a combination of nothing and high levels of detail, with some beautiful backgrounds.There you go, and it will be much bigger. I mean we're talking about we won't go fully accurate, 'cause that's getting really big and would be boring, but we're looking at our system sizes to be +/- 1 million km verses +/- 8-10 km.

10 for the Chairman·
Published on this date.23 Jun 2014
Star systemsPhysics

You have stated that there will not be a monthly cost to play once the PU is live, but will we still be able to subscribe as we do now?Will there still be a separate store for subscribers and Jump Point magazine, etc, or will subscriptions be turned off and we lose those perks?asked by Eddtech

TL;DRChris Roberts thinks the subscription would probably continue after the Persistent Universe launches, since it funds community content like the magazine and doesn't affect gameplay, unless the game did so well the money wasn't needed.

No, you know what, I think we probably would maintain the subscription stuff, mainly because that's really about community content, it doesn't really effect gameplay, and it's a great way to allow us to be able to give a lot more content back to the community.So for now, unless we were doing so amazingly well on the Persistent Universe that we just didn't need the extra money, I would think that we would probably keep it up, because I really like being able to do a lot of content for everyone. Its nice to be able to film all these things, and have a whole team work on doing a 60 page monthly magazine, because I think everyone out there geeks out as much as we do here.So we'd love to share it, but unfortunately, doing all that at the level we do it takes time and money, and so that's what the subscription is for. So I think it will continue.

10 for the Chairman·
Published on this date.23 Jun 2014
Pledges & business

Recently there has been an interest in a program called Voice Attack, a program where you can voice command functions (target nearest enemy, reroute power to starboard shields, eject). By using the program, we can easily make some of the more complicated controls easier simply by using voice command.Do you have any plans to implement your own version of Voice Attack, or do you think it's possible to work with the creators of Voice Attack?asked by Semphis Rythorn

Good question, we've seen the videos, they're awesome, so yes, we're actually investigating that right now.We're reaching out to the voice attack people, and we think that would be something that would be really cool to integrate into the game because it definitely makes the sim aspect of the game more accessible when you can say "decouple," "g-safe off," and do a bunch of other things that normally you have to click through or search through your keyboard. And certainly you can see it effected the combat ability of the various people who were showing it off.So good job out there to the community for demoing that, but yeah, we thought it was super cool, so yeah, we're investigating it.

10 for the Chairman·
Published on this date.23 Jun 2014
UI & HUD

Would sustained damage in fights prevent you from landing on a planet?For example, if you get into an engagement and lose panels, wings, or any other parts of your ship, would that be harmful for re-entry and atmospheric flight?asked by PoisonTaco

TL;DRDamage preventing landing has been debated; they assume a badly damaged ship can still get down once cleared to land and would need repairs before taking off, with free-flight atmospheric damage effects possible later.

That's a question we've debated on a design side.I think what we assume is that if you can get into the orbit of the planet and you can communicate and request for permission to land, then we assume, even if your ship's pretty badly shot up and damaged, that they get you down there, then we see the sequence, then you're down on the landing pad, and then of course you have to get it fixed. You may not be able to take off until you've got all that stuff fixed.But we probably wouldn't make it so someone would show up in orbit, and then just be stuck there and have to eject or something.Who knows, in later stages, not v1, but as we get further into development where we actually have some free flight down on the planets, whether that would be effective and the damage would affect it. It probably would, 'cause it would affect it in space.

10 for the Chairman·
Published on this date.23 Jun 2014